Use when steering a landing page around a WebGL centerpiece or hero experience.
Real-world examples
Live HTML demos for this skill — rendered directly in the page. 4 examples.
- 01
Lane A — Subtle depth field
Conversion-safe SaaS hero: soft gradient mesh planes, low-amplitude parallax, capped DPR, and CTA-first contrast. Reduced-motion freezes the field.
- 02
Lane B — Particle intelligence
Technical credibility for AI/infra: directional particle flow and node links steered toward the CTA — system behavior, not random sparkles.
- 03
Lane C — Object-centric product
One hero object with controlled orbit and material highlights. Interaction-driven reveal; poster fallback when WebGL or motion is unavailable.
- 04
Lane D — Cinematic campaign
Brand-campaign immersion: volumetric light shafts, fog, and a short choreographed loop — with static fallback and strict performance gates.
Skill markdown
# WebGL Landing Steering Skill ## Use this skill to steer outcomes Map landing-page goal to WebGL direction before writing code. ### 1) Define the page intent Identify the primary conversion and brand signal: - Premium / luxury / minimal confidence - Technical / infrastructure / data authority - Playful / consumer / social energy - Cinematic / launch / storytelling impact Also capture: - Device mix (desktop-heavy vs mobile-heavy) - Motion tolerance (`prefers-reduced-motion` policy) - Production constraints (deadline, team skill, maintenance budget) ### 2) Choose the WebGL lane Pick one dominant lane; avoid mixing 3-4 heavy effects in the hero. #### Lane A: Subtle depth field (high conversion safety) Use for: SaaS, productivity, B2B tools where readability wins. - Visuals: soft gradient meshes, slow parallax planes, light bloom - Motion: low amplitude, always secondary to copy - Stack: Three.js plane shaders or lightweight shader canvas - Rule: hero text contrast and CTA prominence first #### Lane B: Data/particle intelligence (technical credibility) Use for: AI, infra, analytics, developer products. - Visuals: particle flows, node networks, vector fields, wireframes - Motion: purposeful directional flow toward CTA area - Stack: Three.js + custom shader/points, optionally GPGPU for dense fields - Rule: communicate "system behavior," not random sparkles #### Lane C: Object-centric 3D product moment (feature clarity) Use for: hardware, apps with strong product visuals, launches. - Visuals: central GLTF model, controlled camera orbit, material highlights - Motion: interaction-driven or timeline-based reveal - Stack: Three.js + GLTF/DRACO/KTX2 pipeline - Rule: one hero object, short loop, fast first meaningful paint fallback #### Lane D: Immersive cinematic scene (brand campaign) Use for: campaign pages where wow factor is the main KPI. - Visuals: volumetrics, heavy postprocessing, dense scene composition - Motion: choreographed sequence with scroll chapters - Stack: Three.js + postprocessing + optional GSAP ScrollTrigger - Rule: provide a static/mobile fallback and strict performance gates ### 3) Steering matrix by landing page type - Waitlist / pre-launch: Lane A or B. Keep copy legible and quick to load. - Product feature page: Lane A or C. Demonstrate product truth, not abstract noise. - Pricing / high-intent page: Mostly Lane A. Keep WebGL decorative only. - Enterprise trust page: Lane B with restrained palette and low noise. - Consumer app growth page: Lane B with playful palette, but cap CPU/GPU load. - Campaign microsite: Lane C or D with explicit fallback for lower-end devices. ### 4) Quality gates before shipping Pass these gates before adding more visual complexity: 1. Message gate: - Hero headline + CTA readable in under 3 seconds. - WebGL never blocks understanding of offer. 2. Performance gate: - Cap pixel ratio: `Math.min(devicePixelRatio, 1.5-2)`. - Target stable frame time on common mobile devices. - Lazy-load heavy assets; show immediate non-WebGL poster/fallback. 3. Accessibility gate: - Respect `prefers-reduced-motion` (still frame or low-motion mode). - Maintain color contrast over animated backgrounds. 4. Reliability gate: - Handle context loss and resize. - Dispose geometries/materials/textures in SPA route changes. ### 5) Implementation strategy by risk - Low risk (fastest): CSS + canvas illusion, minimal shaders - Medium risk: Three.js scene with 1-2 meshes, lightweight post FX - High risk: multi-pass shaders, dense particles, advanced postprocessing Default to low/medium risk for conversion pages unless user explicitly asks for campaign-grade immersion. ### 6) Prompting template for Codex-style execution Use this prompt pattern when asked to build a WebGL landing hero: "Build a [lane] WebGL hero for a [page type] with [brand adjectives]. Primary goal: [conversion]. Constraints: [device mix], [performance budget], [reduced motion policy]. Implement fallback first, then enhance with WebGL. Keep hero copy clarity as priority over visual complexity." ### 7) Common failure patterns and corrections - Failure: "Looks cool but conversion dropped." - Fix: reduce motion amplitude, darken/soften background, raise CTA contrast. - Failure: "Mobile stutters." - Fix: reduce particle count, lower DPR cap, remove expensive postprocessing. - Failure: "Visual style feels generic." - Fix: pick one signature motif aligned to brand (grid, wave, orbit, shards). - Failure: "Team cannot maintain shader complexity." - Fix: simplify to modular Three.js scene with documented parameters. ## Output format when applying this skill Return: 1. Recommended lane and why 2. Visual spec (palette, motion behavior, composition) 3. Technical stack and complexity tier 4. Fallback behavior 5. Performance + accessibility checklist 6. Build order (MVP first, enhancement second)
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